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Dead Rat

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  1. Played this on Hard and thoroughly enjoyed it. Fine work Frost_Salamander and Kerry000! Looking forward to Part 2.
  2. One of the first missions I've played after finally getting Dark Mod to work again on my machine (don't really know what went wrong but it's been out of action for a looong time). Thoroughly enjoyed it, thanks Joe. Some interesting twists and turns and all very photogenic.
  3. I'm going to enjoy this one, thanks Dragofer. Haven't properly delved into it yet, I've just been wandering around the harbour soaking up the atmosphere. It really captures the feel of a small, decayed port at night. And it's good to see another fine Atkinson Grimshaw painting at the start.
  4. This is a problem with some missions and that one in particular. I fixed it by opening editSounds in the console, then getting very near one of the noisy lights (you may have to use noclip) until its name appears, left click action, then turn its volume right down to -10 or similar. Then click "save map" and return to the game.
  5. Thanks Joe, it's an enjoyable mission. Nearly finished but I can't work out
  6. Apologies for the new thread as this subject is presumably covered in detail here but there are so many threads it's hard to find my way around. I have a useful repertoire of accents and pretty good dramatic skills, and have often considered getting involved on this side of things. I also quite often think of new incidental utterings for the guards and lords etc, to add a bit of variety to the stock vocals. I have a little recording studio here, with Cubase Artist and good quality microphones. If someone could provide links to what I have to do to produce usable audio files for Dark Mod, I might well find some time to get into it.
  7. Enjoying this one, a very atmospheric setting with the seemingly endless marsh and giant castle creating quite a unique mood, while still evoking some of the flavour of classic Thief. It's a good long mission that builds a quietly sinister tension. My only criticism is: Anyway I haven't finished it yet, so I'd better get back down there.
  8. OK, I've looked up cavador_8's walkthrough, and solved the problem. What confused me was:
  9. The Black Arrow, I've read the thread and it's a complex issue. Bikerdude was a very helpful contributor who nonetheless had some particularly bad habits - extensive editing of other people's maps without their permission and with no warning of his intentions (sometimes requiring many hours of remedial work to undo his unwanted changes) plus copying chunks of other people's maps without permission, and failing to stop repeating this sort of behaviour after many complaints and warnings over a number of years. Apparently he agrees that he was at fault and accepts his banning as the most sensible move at this point. So, no need for ongoing conflict and bitterness on this matter.
  10. Enjoying this one and personally I love the wide open spaces. But I would have liked to see more furniture in the mansion. I have a problem in the sewer:
  11. Sounding a critical note here, reflecting my own experience but perhaps resonating with other TDM players. There are some missions that create excellent atmosphere with all the visual elements and most of the sound, but then spoil the immersion with gratuitously ugly and intrusive sounds. Perhaps the most obvious example is that awful moaning/shrieking drunk personage often used as "background colour" in various urban corners, seemingly taken from a real-life recording of some tragic low-life street altercation. It completely ruins the game for me and these days any mission that thrusts this repulsive sound on me usually gets abandoned quite quickly. The other most common example: howling and barking dogs. Far from adding anything of value, these sounds tend to cut right across any atmosphere the rest of the game has managed to establish, leaving the player cursing and dashing for the nearest corner in which the dogs SHUT UP. This shouldn't surprise us, because it's how we react to intrusive dog noises in real life. They're not atmospheric, they're extremely irritating. The otherwise excellent mission The Warrens is spoiled by dogs in this manner, which is a damn shame. So I would ask mission creators (bless you all) to try to be more sensitive to the way intrusive and unnecessary background sounds alter the general appeal of the environment - do they really enhance the atmosphere you've worked so hard to create, or actually work against it?
  12. Beautiful atmosphere in this one, thanks grayman. I hope we get to explore the Warrens again, with more buildings open for interiors. I'll be peeping in to the diseased waterfront again some time to enjoy a glass of wine and a picnic while listening to the seagulls
  13. "Fred and Adam We're queer! We're here! Because of it!" What's that supposed to mean? Does TDM endorse homophobia?
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